Compara los precios de David. en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Fermenter Games. Publicado por First Break Labs. Lanzado el 16/2/2015. Disponible en PC, Mac. Géneros: Action, Indie.

A one-person labor of love that turns geometric boss fights into something quietly spiritual. Short, sharp, and occasionally infuriating in the best way.

I have a soft spot for games that feel like someone poured their actual life into the code, and David. is exactly that kind of game. Andrew Armstrong of Fermenter Games built the whole thing alone, handling design, art, sound, and music, and that singular focus shows in every pixel. It is a physics-based boss-fighter with a biblical backbone, where you play a tiny square armed with a slingshot-style projectile and face down a series of giant, angular geometry monsters. The comparison its own creator reaches for is Shadow of the Colossus crossed with Angry Birds, which sounds absurd until you play it and realize it lands closer to the truth than you would expect. The core mechanic is deceptively simple. You click and hold on your square to charge a particle shot, slow time while you aim, then release to fire in a slingshot arc. That time-dilation is not just a visual trick. It is the game's heartbeat. When time slows, so does the soundtrack, pulling the already atmospheric 8-bit score down into something dream-like. The game ships with a six-song EP, and in the quieter bullet-time moments it genuinely evokes late-night outer space vibes. The whole soundscape is one of those small indie details that lands harder than it has any right to. Content-wise, the package includes a nine-level campaign, three additional levels, a survival Arena mode that doubles as the game's RPG-lite health upgrade system, and a basketball pit minigame that exists purely for delight. Two difficulty settings shape the experience significantly. The friendlier "Okay" mode gives you six health points, while "Very" difficulty cuts that down to one hit. The hard mode can tip into frustration when the camera zooms in on a boss and cuts off incoming attacks before you can react. A late-game sea monster encounter that forces you onto floating icebergs while the creature hides underwater is the design at its most evocative and, honestly, its most aggravating. Some reviewers have noted the zoomed perspective makes certain fights feel unfair rather than challenging, and that criticism is fair. The whole run takes two to three hours, or longer if "Very" difficulty has its way with you. The final boss is locked behind completing all earlier levels on hard, so there is a genuine replay loop built in for those who want to see everything. For a game this short, the pacing is mostly right. It knows when its ideas are spent. The philosophical text fragments that appear between encounters, framing your square's geometric struggles as something interior and human, do not overexplain themselves. That restraint is rare. The Steam community has settled around a mostly positive rating from several hundred reviews, which feels accurate for something this specific and hand-made. Where David. earns its place is not in mechanical depth or content volume. It earns it in intentionality. Every element points in the same direction: the underdog myth, the hand-crafted feel, the score that shifts with your heartbeat. It is not a complete knockout, and if you need fifty hours of content to justify a purchase this will not scratch that itch. But for a player who appreciates a small game that knows exactly what it is trying to say, this is one worth sitting with. Kai, Scout Team

David.

David.

16 feb 2015Fermenter GamesFirst Break Labs
GamerScout opina

A one-person labor of love that turns geometric boss fights into something quietly spiritual. Short, sharp, and occasionally infuriating in the best way.

PCMac
ProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.88

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Acerca de David.

I have a soft spot for games that feel like someone poured their actual life into the code, and David. is exactly that kind of game. Andrew Armstrong of Fermenter Games built the whole thing alone, handling design, art, sound, and music, and that singular focus shows in every pixel. It is a physics-based boss-fighter with a biblical backbone, where you play a tiny square armed with a slingshot-style projectile and face down a series of giant, angular geometry monsters. The comparison its own creator reaches for is Shadow of the Colossus crossed with Angry Birds, which sounds absurd until you play it and realize it lands closer to the truth than you would expect. The core mechanic is deceptively simple. You click and hold on your square to charge a particle shot, slow time while you aim, then release to fire in a slingshot arc. That time-dilation is not just a visual trick. It is the game's heartbeat. When time slows, so does the soundtrack, pulling the already atmospheric 8-bit score down into something dream-like. The game ships with a six-song EP, and in the quieter bullet-time moments it genuinely evokes late-night outer space vibes. The whole soundscape is one of those small indie details that lands harder than it has any right to. Content-wise, the package includes a nine-level campaign, three additional levels, a survival Arena mode that doubles as the game's RPG-lite health upgrade system, and a basketball pit minigame that exists purely for delight. Two difficulty settings shape the experience significantly. The friendlier "Okay" mode gives you six health points, while "Very" difficulty cuts that down to one hit. The hard mode can tip into frustration when the camera zooms in on a boss and cuts off incoming attacks before you can react. A late-game sea monster encounter that forces you onto floating icebergs while the creature hides underwater is the design at its most evocative and, honestly, its most aggravating. Some reviewers have noted the zoomed perspective makes certain fights feel unfair rather than challenging, and that criticism is fair. The whole run takes two to three hours, or longer if "Very" difficulty has its way with you. The final boss is locked behind completing all earlier levels on hard, so there is a genuine replay loop built in for those who want to see everything. For a game this short, the pacing is mostly right. It knows when its ideas are spent. The philosophical text fragments that appear between encounters, framing your square's geometric struggles as something interior and human, do not overexplain themselves. That restraint is rare. The Steam community has settled around a mostly positive rating from several hundred reviews, which feels accurate for something this specific and hand-made. Where David. earns its place is not in mechanical depth or content volume. It earns it in intentionality. Every element points in the same direction: the underdog myth, the hand-crafted feel, the score that shifts with your heartbeat. It is not a complete knockout, and if you need fifty hours of content to justify a purchase this will not scratch that itch. But for a player who appreciates a small game that knows exactly what it is trying to say, this is one worth sitting with.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Boss RushBullet TimeTime ManipulationBiblical ThemesMinimalist ArtPhysics-Based CombatShort PlaytimeOne-Developer

Requisitos del sistema

Mínimos

OS
Windows XP or later
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
20 MB available space
Graphics
Direct X 9.0c compliant video card with at least 512Mb
Processor
1.2+ GHz

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Información del juego

Desarrolladora
Fermenter Games
Distribuidora
First Break Labs
Fecha de lanzamiento
16 feb 2015

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¿En qué plataformas está disponible David.?

David. está disponible en PC, Mac.

¿Cuándo se lanzó David.?

David. se lanzó el 16 de febrero de 2015.

¿Quién desarrolló David.?

David. fue desarrollado por Fermenter Games y publicado por First Break Labs.